Home

News

Forums

Hardware

CPUs

Mainboards

Video

Guides

CPU Prices

Memory Prices

Shop



Sharky Extreme :


Latest News


- AMD Unleashes Six-Core Desktop CPU
- WD Doubles Capacity of Fastest SATA Drive
- Nvidia Announces Blazing GeForce GTX 480, 470 GPUs
- SanDisk's SSD As Rapid As It Is Reliable
- OCZ Launches Limited-Edition SSD
News Archives

Features

- PC Buyer's Guide for Gaming Enthusiasts -- January 2012
- PC Buyer's Guide for Entry-Level Gaming -- January 2012
- Build Your Own Gaming PC Guide -- Nov. 2011
- PC Buyer's Guide for Gaming Enthusiasts, August, 2011
- July Entry-Level Gaming PC Guide

Buyer's Guides

- PC Buyer's Guide for Entry-Level Gaming -- January 2012
- Build Your Own Gaming PC Guide -- Nov. 2011
- February High-end Gaming PC Buyer's Guide
- November Value Gaming PC Buyer's Guide
- September Extreme Gaming PC Buyer's Guide

HARDWARE

  • CPUs


  • Motherboards


  • Video Cards





  • -Compression (also known as Encoding):
    FXT1™ texture compression works by dividing an image into multiple 4x4 and/or 4x8 texel blocks. Each texture (including opaque and transparent textures) is compressed to an average of four bits-per-texel. In the FXT1™ texture compression scheme, four different compression algorithms are used, with the best one chosen per block to generate the highest quality result. The four algorithms used are:

    1. CC_MIXED (similar to other texture compression schemes): A 4x4 texel block is represented by two bits-per-texel for opaque textures. Additionally, each block has two 16-bit colors stored in an RGB 565 format. The two RGB 565 colors and two additional colors (created by interpolating between the two RGB 565 colors) form the primary colors for this texel block and its associated four color lookup table. A 2-bit index is used to determine which color from the lookup table will be used for each texel in the 4x4 block. Transparent textures are created by making one of the four colors transparent.

    2. CC_HI (best for spatial resolution): A 4x8 texel block is represented by three bits-per-texel for opaque and transparent textures. Each block stores two 15-bit colors in an RGB 555 format. The two RGB 555 colors and five additional colors (created by interpolating between the two RGB 555 colors) form the primary colors for this texel block. Additionally, an eighth color is defined to be the transparent color. A 3-bit index is used to determine which color from the 8-entry lookup table will be used for each texel in the 4x8 block.

    3. CC_CHROMA (good at complex color areas): A 4x8 texel block is represented by two bits-per-texel for opaque textures. Each block stores four 15-bit colors in an RGB 555 format. All four colors are used directly with no interpolation to form a 4-entry lookup table. The 2-bit index assigned to each texel in the block is used to determine which of the four colors is assigned to each individual texel. Note that Colors4 only applies to opaque textures, as it does not support transparency.

    4. CC_ALPHA (gives the best control over complex alpha transparencies at four bits-per-texel): A 4x8 texel block is represented by two bits-per-texel for opaque and transparent textures. Each block stores three 20-bit colors stored in a 5555 format. The first and second 20-bit colors are used for the primary colors of the left 4x4 block, while the second and third colors are used for the primary colors of the right 4x4 block. Two additional colors are created in each block by interpolating between the two primary colors for that block. A 2-bit index is assigned to each texel in the block and a lookup table is used to determine which color is applied to each texel.

    With up to 4 different techniques used to compress each image, FXT1™ provides the most accurate image reproduction when measuring the Root Mean Square error of each encoding algorithm.

    -Decompression (also known as Decoding):
    5. FXT1™ texture decompression happens during the texture mapping process and is implemented in the 3D hardware accelerator. A 2-bit field is stored in each block and is used to determine which of the 4 compression schemes was utilized by the compression algorithm for best visual quality. Depending on which algorithm is used for a given block, the proper decompression logic is applied to generate decoded 32-bit texels which can then be used by the texture mapping hardware.





    Copyright © 2002 INT Media Group, Incorporated. All Rights Reserved. About INT Media Group | Press Releases | Privacy Policy | Career Opportunities